Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
Re: BigMaps Editing[message #327214] Sun, 27 October 2013 07:52 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
DepressivesBrot
Soon.


now that's a very good one! ROFL
Re: BigMaps Editing[message #327269] Mon, 28 October 2013 15:53 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
Ah, the recent sectors actually look like a slight improvement over the earlier sectors in terms of the amount of... grass. I think I'll at least have some chance of seeing enemies coming before their company strong group swarms my mercs, if I position myself strategically... I'm now actually going to fleeing around the country just to find a good enough sector to fight enemies, simply because most sectors aren't. Also that will probably force me to use mobile militia bodyguards extensively(starting from Omerta) to just cover my sides and rear, and to have a chance of surviving the more ugly fights. Hard to imagine that the tactical map alteration will have impact on my strategic gameplay. Funny that my small elements of guerrilla-commando will find it more advantageous to fight in open terrain.

"Just don't tell me the better news is that when they are finished, the sectors will be fully occupied by grasses."

Seriously though, I think it's worth a while to consider keeping some sectors relatively grass free(besides urban sector, maybe deserts?) just to keep the map believable and add a little variety. Also... Help with my conquest of Arulco.

A quick question, I'm not into the technical details but I read that the tile sets are totally swapped out for new ones. So, how well will the new maps support barricade constructions?

[Updated on: Mon, 28 October 2013 15:54] by Moderator

Re: BigMaps Editing[message #327270] Mon, 28 October 2013 15:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Grass shouldn't be as bad as the classic WF kevlar grass anymore, the JSDs of which were seriously messed up.

As for barricades: Will be supported by every single map.


Re: BigMaps Editing[message #327273] Mon, 28 October 2013 16:30 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
mmm
A quick question, I'm not into the technical details but I read that the tile sets are totally swapped out for new ones. So, how well will the new maps support barricade constructions?


Fortifications are fully supported in every map.


Re: BigMaps Editing[message #327280] Mon, 28 October 2013 20:15 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
mmm
Ah, the recent sectors actually look like a slight improvement over the earlier sectors in terms of the amount of... grass. I think I'll at least have some chance of seeing enemies coming before their company strong group swarms my mercs, if I position myself strategically... I'm now actually going to fleeing around the country just to find a good enough sector to fight enemies, simply because most sectors aren't. Also that will probably force me to use mobile militia bodyguards extensively(starting from Omerta) to just cover my sides and rear, and to have a chance of surviving the more ugly fights. Hard to imagine that the tactical map alteration will have impact on my strategic gameplay. Funny that my small elements of guerrilla-commando will find it more advantageous to fight in open terrain.

"Just don't tell me the better news is that when they are finished, the sectors will be fully occupied by grasses."

Seriously though, I think it's worth a while to consider keeping some sectors relatively grass free(besides urban sector, maybe deserts?) just to keep the map believable and add a little variety. Also... Help with my conquest of Arulco.


Well besides from grass being an asthetical choice, The countryside is getting a lot of grass and bushes and other weeds, because there is a simple and logical explanation, nobody is going to mow the meadows in the middle of nowhere Wink
Of course I wont put large amounts of grass in the desert, that would be utterly stupid and also City Sectors (depending on the city though) wont get loads of grass, but the countryside will get a lot of grass, because of the reasons I stated earlier.
Hope you'll like it anyways Wink

-Zombie

[Updated on: Mon, 28 October 2013 20:15] by Moderator

Re: BigMaps Editing[message #327391] Thu, 31 October 2013 17:53 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
I understand your decision, and from the preview screenshot, I certainly see you people made effort to not kill off any particular playstyle entirely, in my case sniping from distance. For the greenish sectors, I think sometimes it is an option to use the green floor instead of some solid foliage, if you don't want it to be too obscuring that is. That could mean the southern coastline or southeastern sectors, depending on how you want to interpret the strategic map.

Good to hear that the fortification is fully supported.

As this is the only big map I could find, I'll definitely try it out when it's finished. That is... Before you make it ANIMAS item only...

[Updated on: Thu, 31 October 2013 17:54] by Moderator

Re: BigMaps Editing[message #327404] Thu, 31 October 2013 19:08 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Be open minded, our items are cool too Razz


Re: BigMaps Editing[message #327405] Thu, 31 October 2013 19:14 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
If by greenish sectors, you mean woods and jungles, there will be a lot of scrub there, as like the rest of Arulco, the woods and jungles are not neatly cultivated or been taken care of, by anyone. So if you think about Arulcean woods and jungles, primeval forests should be your mindset.

mmm
As this is the only big map I could find, I'll definitely try it out when it's finished. That is... Before you make it ANIMAS item only...


I am not quite sure if I understood your post right, but BigMaps and AIMNAS are sort of the same thing, you won't be able to get the one without the other, at least not in this particular case.
All the Maps I am currently making are for the AIMNAS BigMaps project and actually won't be easily interchangeable with the Vanilla JA2 version or other mods. (And to be honest, I am not sure how I'd feel if somebody just took all the Maps I've made and just put them into another Mod.)

-Zombie
Re: BigMaps Editing[message #327426] Fri, 01 November 2013 02:04 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
Well I just interpreted the shade of lighter green along the southern coastline is something less than full jungle or swamp, and I thought shorter, not so obscuring grass isn't that uncommon in Europe(you have better idea than I do). Of course, it's totally up to you to decide how you want the map to look like.

I do intend to use the map with other item mod(IoV). I asked about the compatibility in an earlier post, and from what I understand, an item free version will be released. Well, that will be good enough for me, since weapon caches never meant much to me in 1.13, and the absence of a few quest items or a few fixed enemies holding items make no sense or no item at all are manageable issues. I feel sorry if my intention to use it with mods other than ANIMAS make you feel bad. But I should say that I appreciate the work you have done, despite the fact that I find only a component useful to me personally.

And you never know, maybe the Chinese JA2 community will find the bigmap of particular interest to them, despite their unwillingness to give up IoV items. And unlike me, they seem to enjoy grass.

[Updated on: Fri, 01 November 2013 02:06] by Moderator

Re: BigMaps Editing[message #327432] Fri, 01 November 2013 08:10 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Then be prepared to get weird starting equipment for your mercs. IoV and AIMNAS use incompatible item IDs in the xml index. What is an Colt Commando in AIMNAS could easily be a steel helmet in IoV and vice versa.

Just sayin'.


Re: BigMaps Editing[message #327455] Fri, 01 November 2013 18:02 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
For the particular matter of starting gear, I'm not so concerned, IoV has it's own xml for that, and the xml index is compatible with stock 1.13 item at least(so the ARMAP is a popular choice among Chinese players). Although I do expect the NPCs or fixed enemy to hold wrong items. But for the majority of my gameplay it's about randomly generated enemy. You could tell how much I appreciate your work on bigmap just by my willingness to accept the "minor" issues. The bigmap could make a difference to more than just ANIMAS item users, as I said before.
Re: BigMaps Editing[message #327818] Sat, 09 November 2013 20:40 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
where can we download some bigmaps? just for testing purposes Very Happy
Re: BigMaps Editing[message #327819] Sat, 09 November 2013 20:55 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Check last year's XMAS release, otherwise refer to page one.


Re: BigMaps Editing[message #327823] Sat, 09 November 2013 22:24 Go to previous messageGo to next message
niculinux

 
Messages:83
Registered:January 2012
Location: Italy
Uriens
You can have a cheerleader department:

:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:


Yeah, I know ... :facepalm:

:biglaugh:


Up with Smeagol!!! up with ZombieHunter!!! Up with ANIMAS!!!!!

:super: :super: :super:
Re: BigMaps Editing[message #327897] Sun, 10 November 2013 23:41 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
niculinux
Uriens
You can have a cheerleader department:

:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:


Yeah, I know ... :facepalm:

:biglaugh:


Up with Smeagol!!! up with ZombieHunter!!! Up with ANIMAS!!!!!

:super: :super: :super:


Thank you, thank you.
I hope those cheerleaders are dirty minded hehehuehuehue Wink

Anyways, here, have another update.

Today I am showing you a small Airfield in the middle of nowhere, I recently finished. Enjoy.

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/SmallAirport.png

Stay tuned
-Zombie
Re: BigMaps Editing[message #327907] Mon, 11 November 2013 00:48 Go to previous messageGo to next message
Gambigobilla

 
Messages:717
Registered:July 2008
Yay. This is great. I presume this will be an alternative BR drop-off point.

If you accept requests could you please make a sector with less vegetation so we could get a decent sniper vs sniper combat. All these trees and rocks block most of the bullets especially when snipers are hitting the dirt.

P.S: What are those green things at the top-right corner? Tiberium?
Re: BigMaps Editing[message #327912] Mon, 11 November 2013 01:06 Go to previous messageGo to next message
pheloncab

 
Messages:281
Registered:August 2004
Location: So. Cal. or texas
Looks like mixed low desert scrub to me with a corner of cacti. kinda reminds me of spots outside Tucson, AZ or Mojave, CA.

Re: BigMaps Editing[message #327914] Mon, 11 November 2013 01:10 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Gambigobilla
Yay. This is great. I presume this will be an alternative BR drop-off point.


It might be, It might be not Wink

Gambigobilla
If you accept requests could you please make a sector with less vegetation so we could get a decent sniper vs sniper combat. All these trees and rocks block most of the bullets especially when snipers are hitting the dirt.


This get's asked quite often lately, unfortunately there are various considerations to deny that particular request again. On account of personal laziness Wink I will refrain from writing those considerations and just quote myself:
Zombiehunter
Well besides from grass being an asthetical choice, The countryside is getting a lot of grass and bushes and other weeds, because there is a simple and logical explanation, nobody is going to mow the meadows in the middle of nowhere Wink
Of course I wont put large amounts of grass in the desert, that would be utterly stupid and also City Sectors (depending on the city though) wont get loads of grass, but the countryside will get a lot of grass, because of the reasons I stated earlier.
Hope you'll like it anyways Wink

-Zombie

Without any disrespect I am also stating, like in a Real World countryside, in Arulco you will also have to make due with the countryside you'll get. There will still be plenty of ways to put your Snipers to good use though Wink
Oh and not to forget, this is a screenshot made from the Tactical Overview map, so the "Grass infestation" actually looks worse than it really is Wink

Gambigobilla
P.S: What are those green things at the top-right corner? Tiberium?


Oh yes indeed, Kane will make an appearance leading a third party against Deidranna and your Forces respectively Wink No just kidding, the Sector North to this one, has some Jungle Flora and on account of continuity I've placed some Jungle plants there Smile

-Zombie
Re: BigMaps Editing[message #327915] Mon, 11 November 2013 01:10 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Yup. Looks very good. How 'derelict' does it look close up? Will there be broken planes/helicopters in that shed?

The 'plants are bad because they block bullets' is a very very annoying issue, even though we don't have the kevlar-grass we used to... This gets worse with non-standard projectile animations. I found my heavy bolter's fire constantly deflected by grass. Hmpf. Not as much as mapping issue as odd jsd/penetration values I guess.

Gambigobilla
P.S: What are those green things at the top-right corner? Tiberium?
*faints*

[Updated on: Mon, 11 November 2013 01:14] by Moderator



Re: BigMaps Editing[message #327916] Mon, 11 November 2013 01:14 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Flugente
Yup. Looks very good. How 'derelict' does it look close up? Will there be broken planes/helicopters in that shed?


Actually this Small Airfield is not quite derelict, it is actually in working condition and is used quite frequently *cough* Drug Cartel *cough* Wink

-Zombie
Re: BigMaps Editing[message #327917] Mon, 11 November 2013 01:24 Go to previous messageGo to next message
Slax

 
Messages:1446
Registered:July 2006
Location: People riding polar bears...
All these open maps. Mmm, I'm gonna have to bring some sniper diapers.

Re: BigMaps Editing[message #327960] Mon, 11 November 2013 21:29 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Slax
All these open maps. Mmm, I'm gonna have to bring some sniper diapers.


Sniper diapers, that should be a thing Wink
Re: BigMaps Editing[message #328206] Fri, 15 November 2013 14:08 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Hi guys,

as you might or might have not noticed, the last few days have been rather busy and exciting.
Smeagol has announced a planned XMAS Release for this year and this is really something to be excited about, one step closer to the final release Smile

Anyways, of course now I am a little bit pressured, to get those Maps, which are planned to be included in this years XMAS Release, finished and I am not planning on letting you guys down, I tell you what.

To make your mouths watery, I have brought you a new Map Screenshot, of the Mountaineous Sector E5.
This is no WIP screenshot, this is how the Map will look later in your game.

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/E5BigMaps.png

Now I am particularily proud of this Map and there are some good reasons for it.
As you can see, this is a Mountain Sector and as some of you might know, placing Cliffs in JA2 is a b*tch. Considering this is a mere Wilderness Map, it took me quite a while to actually edit it.
I had to reload the whole Map, more often, than I like to admit. But in the end, it happened and I made you guys this highly detailled Mountainmap.

So of course, the most interesting stuff will go down in the cities and other HVT's but don't discard the Wilderness entirely, you might be surprised what you'll find Wink

BigMaps WIP Spreadsheet

Stay tuned
-Zombie

[Updated on: Sat, 16 November 2013 01:38] by Moderator

Re: BigMaps Editing[message #328287] Mon, 18 November 2013 01:29 Go to previous messageGo to next message
Dyson

 
Messages:203
Registered:December 2008
Very nice!
Re: BigMaps Editing[message #328321] Tue, 19 November 2013 01:03 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
Looks great man!!
Re: BigMaps Editing[message #328326] Tue, 19 November 2013 01:57 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
Great job Zombiehunter :thumbsup:

Hmmm, those black edges in overhead map became to pisses me off :blackcat:
could you send me this map to fix that or if you know similar map in existing public AIMNAS maps ?
Re: BigMaps Editing[message #328344] Tue, 19 November 2013 19:26 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Well this is something that just happens, if you have southbound Cliffs, nothing to be alarmed, it only looks like this in tactical Overview Maps, in the normal Tactical Map, it'll look quite normal.
Re: BigMaps Editing[message #328353] Tue, 19 November 2013 22:02 Go to previous messageGo to next message
lockie

 
Messages:3928
Registered:February 2006
Location: Scotland
are the cliffs 'little islands' , allowing movement around them then ?
Looks good as a plains type map . :ok:


Re: BigMaps Editing[message #328357] Tue, 19 November 2013 23:52 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Well kinda yeah, think of them as obstacles, kinda like unclimbable roofs or so. To be honest, they don't have much of a purpose other than Eyecandy and to funnel movements. Oh and of course they serve for some tactical considerations, if you got 6 mercs and your up against 64 Enemies, where would you rather fight them: In the open, where you could be surrounded or in a small Ravine, where you could pick them off one by one.
Dilios
And from there, we will funnel them into the mountain pass we call the Hot Gates. Now, in that narrow corridor, their numbers will count for nothing.

Leonidas
Spartans! Ready your breakfast and eat hearty... For tonight, we dine in hell!


-Zombie
Re: BigMaps Editing[message #328358] Wed, 20 November 2013 02:20 Go to previous messageGo to next message
pheloncab

 
Messages:281
Registered:August 2004
Location: So. Cal. or texas
Sandbags and minefields... hmmmm
Re: BigMaps Editing[message #328367] Wed, 20 November 2013 15:18 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
pheloncab
Sandbags and minefields... hmmmm

A sound recipe for 'Hot Gates' - but THEY will dine in hell ... :maskedsniper: :bomb: :rifle: :devilaugh:
Re: BigMaps Editing[message #328437] Fri, 22 November 2013 11:16 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
Once teleported my mercs onto the cliffs, and the combat, to my surprise, actually works fine. The line-of-sight calculation wasn't too counter-intuitive from my observation. It could really add a new aspect to the combat, only if someone make the cliffs navigable by normal means.

IIRC, someone actually did rock climbing animation, or not?

[Updated on: Fri, 22 November 2013 11:20] by Moderator

Re: BigMaps Editing[message #328476] Sat, 23 November 2013 20:12 Go to previous messageGo to next message
Dyson

 
Messages:203
Registered:December 2008
Wasn't rock climbing a part of FFF?
Re: BigMaps Editing[message #328499] Sun, 24 November 2013 17:40 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Dyson
Wasn't rock climbing a part of FFF?


To be perfectly honest, I dont know about that, haven't played that particular mod and I can't tell you if it is planned to add rock-climbing to AIMNAS, because I haven't heard about any plans to do so.

-Zombie
Re: BigMaps Editing[message #328509] Sun, 24 November 2013 18:55 Go to previous messageGo to next message
Dyson

 
Messages:203
Registered:December 2008
Scroll down the posting to "Accessible Cliffs"
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/328467/1.html#Post260388

"Its more a bug than a feature" Very Happy
Re: BigMaps Editing[message #328510] Sun, 24 November 2013 19:08 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Dyson
Scroll down the posting to "Accessible Cliffs"
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/328467/1.html#Post260388

"Its more a bug than a feature" Very Happy


I see, I see. But even if this would be a thing in some future AIMNAS release, I am probably the wrong guy to talk about this stuff to, because all I do is making maps and perhaps adding some ideas to the vast idea pool of AIMNAS. Coding and Feature implementation is not something I am even remotely familiar with.

-Zombie
Re: BigMaps Editing[message #328686] Fri, 29 November 2013 04:44 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
Is there any hope for a christmas release this year? Please?
Re: BigMaps Editing[message #328689] Fri, 29 November 2013 10:11 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Is there any hope you'll look for stuff rather than having everything presented on a silver platter?


Re: BigMaps Editing[message #328748] Mon, 02 December 2013 14:14 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
Definitely there is hope, but you have to recognize - everything ja2 has to offer should be presented only on a golden platter. Smile
Re: BigMaps Editing[message #328750] Mon, 02 December 2013 16:43 Go to previous messageGo to previous message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Well the point is, the only thing you would have needed to do, would have been to scroll up to my last WIP Screenshot Update. There I precisely reposted smeagol's announcement, from earlier in November, regarding a planned AIMNAS XMAS release. So basically, yeah a XMAS release is planned and will probably released, unless something unforeseen happens.

-Zombie
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